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Direct3D version 9, and even more 10, 11, and even even more, Direct3D 12, work at a very different level of abstraction compared to a game engine. Put simply, Direct3D is simply a set of APIs that allow you to do stuff with the video card, but that's all there is to it. The concept of projection matrices and cameras, does not even exist inside Direct3D, so ...


For Unity 2019.4 I needed to set one camera as an overlay camera via... "Camera Component" --> "Render Type" --> Overlay. Secondly, I needed to take the other camera and add a stack element in it's Camera Component (at bottom) then select my Overlay Camera to add to the stack.


Myself, I'd recommend getting rid of the stretching and leaning in your game world. Make the tilemap uniformly scaled 1x, and make any upright characters/walls/trees stand perpendicular, not leaned over. That way both the z and y axis are equally foreshortened in your camera's view by a factor of \$\frac 1 {\sqrt{2}}\$. Then, modify your camera's projection ...


The blurry visual artefacts you are experiencing may be caused by how the rendering stack treats floating-point numbers when it comes to drawing sprites: world positions are floating-point numbers, pixels on the screen are not. As a (blind) attempt to solve this issue, I suggest to change your interpolation function from this: function lerp(a, b, t) { return ...

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